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swewolf

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About swewolf

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  1. Hi there, First off, thank you for the wonderful TPW mod, I've been using it since the beginning of release. Secondly, I'm here to report a possible bug (or two?) I used the template found on the workshop: - Arma3 version (stable or dev) - Stable (Latest) - 32 or 64 bit exe - 64 bit - Version of the specific mod - Update: 2 Oct @ 5:01am - Script or addon version - Addon - Downloaded from Steam or the TPW MODS site - Steam Workshop - Running on SP, MP or dedi - SP, currently to configurate RHS Units, but also to test TPW settings The bug shows up as a textbox on the screen, warning about an Undefined Variable. When you look around on the map you will physically see a frozen helicopter hanging in the air that won't despawn at the outer circle of the defined Max Range. Here is the code snippet reported: Nothing else really happened. The map used were "Virtual Reality". But I've encountered this before while playing on Tanoa I believe it was, on raw configuration (standard A3 units). As a sidenote/sidebug? Not sure if it's a bug, a conflict with something or anything, or just plain old dumb bullshittery and shenanigans À la Arma 3 A.I. But the soldiers that spawns with TPW, when engaged by another spawned TPW unit, switches from their main weaponry to their sidearms to "engage & covering fire" at medium to long ranges. It happens quite frequently. It's quite the show watching two groups of soliders trying to hit eachother with sidearms on about 250-500 meters (sometimes even further), even more jolly times when they decide to engage armored combat vehicles in the same fashion. And here is the fun facts, it's not because they are out of magazines, because randomly they do decide to switch back and forth to their main arms during the engagements, but they tend to prioritize the sidearms. Now, using ZEUS to inspect the soldier groups, most of the time they have quite the low skill level threshold (between 0-15% , a selected few manage to get 15-20%, barely anyone get's 25% or above). I'm not sure if this has anything to do with the above mentioned but I thought this information could be worth mentioning. And to end this post, a small request with sugar on top. Would it be possible to seperate the artillery to it's own CAS Call setting? So we could possibly disable it or configure it, but keep airplanes and helicopters as is. For some reason the A.I commanders are playing a strategy game with unlimited artillery and no reload time, and that's their favourite go to option (I guess they love the smell of napal... I mean artillery fire to their morning coffee.). It's like each unit that spawns has their own commander they call for firesupport. And I like to bump up the spawn settings a tiny bit, which makes this a little crazy. ... and the sanity part mentioned above, let's not talk about the constant sound from the artillery rain when bumping the setting up a step *laugh*. Once again, thank you for a wonderful mod and thank you for keeping the mod updated for so many years! Keep up the good work! Best Regards, Wolf
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